let characteristics = { "ws" : 10, "bs" : 0, "s" : 10, "t" : 10, "i" : 20, "ag" : 10, "dex" : 0, "int" : 0, "wp" : 15, "fel" : 0 } //let skills = ["Cool", "Dodge", "Intimidate", "Leadership"] let skills = ["Calme", "Esquive", "Intimidation", "Commandement"] let skillAdvancements = [15, 15, 10, 5] let talents = ["Vigilance", "Combat Instinctif", "Feinte", "Déterminé"] let trappings = ["Cotte de Mailles", "Chausses de Mailles", "Coiffe de Mailles", "Arme simple", "Bouclier"] let items = []; let updateObj = this.actor.toObject(); for (let ch in characteristics) { updateObj.system.characteristics[ch].modifier += characteristics[ch]; } for (let index = 0; index < skills.length; index++) { let skill = skills[index] let skillItem; skillItem = updateObj.items.find(i => i.name == skill && i.type == "skill") if (skillItem) skillItem.system.advances.value += skillAdvancements[index] else { skillItem = await game.wfrp4e.utility.findSkill(skill) skillItem = skillItem.toObject(); skillItem.system.advances.value = skillAdvancements[index]; items.push(skillItem); } } for (let talent of talents) { let talentItem = await game.wfrp4e.utility.findTalent(talent) if (talentItem) { items.push(talentItem.toObject()); } else { ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true}) } } for (let trapping of trappings) { let trappingItem = await game.wfrp4e.utility.findItem(trapping) if (trappingItem) { trappingItem = trappingItem.toObject() equip(trappingItem) items.push(trappingItem); } else { ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true}) } } updateObj.name = this.effect.name + " " + updateObj.name await this.actor.update(updateObj) this.actor.createEmbeddedDocuments("Item", items); function equip(item) { if (item.type == "armour") item.system.worn.value = true else if (item.type == "weapon") item.system.equipped = true else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories") item.system.worn = true }